Ran script to remove trailing spaces and tabs

This commit is contained in:
Robert Osfield
2012-03-21 17:36:20 +00:00
parent 1e35f8975d
commit 14a563dc9f
1495 changed files with 21873 additions and 21873 deletions

View File

@@ -1,13 +1,13 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
@@ -34,7 +34,7 @@ using namespace osgShadow;
//////////////////////////////////////////////////////////////////
// fragment shader
//
static const char fragmentShaderSource_noBaseTexture[] =
static const char fragmentShaderSource_noBaseTexture[] =
"uniform sampler2DShadow osgShadow_shadowTexture; \n"
"uniform vec2 osgShadow_ambientBias; \n"
"\n"
@@ -46,7 +46,7 @@ static const char fragmentShaderSource_noBaseTexture[] =
//////////////////////////////////////////////////////////////////
// fragment shader
//
static const char fragmentShaderSource_withBaseTexture[] =
static const char fragmentShaderSource_withBaseTexture[] =
"uniform sampler2D osgShadow_baseTexture; \n"
"uniform sampler2DShadow osgShadow_shadowTexture; \n"
"uniform vec2 osgShadow_ambientBias; \n"
@@ -216,7 +216,7 @@ void ShadowMap::init()
#if 1
// cull front faces so that only backfaces contribute to depth map
osg::ref_ptr<osg::CullFace> cull_face = new osg::CullFace;
cull_face->setMode(osg::CullFace::FRONT);
@@ -251,7 +251,7 @@ void ShadowMap::init()
}
{
_stateset = new osg::StateSet;
_stateset = new osg::StateSet;
_stateset->setTextureAttributeAndModes(_shadowTextureUnit,_texture.get(),osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
_stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
_stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
@@ -374,12 +374,12 @@ void ShadowMap::cull(osgUtil::CullVisitor& cv)
selectLight = light;
osg::RefMatrix* matrix = itr->second.get();
if (matrix)
if (matrix)
{
lightpos = light->getPosition() * (*matrix);
lightDir = osg::Matrix::transform3x3( light->getDirection(), *matrix );
}
else
else
{
lightpos = light->getPosition();
lightDir = light->getDirection();
@@ -391,7 +391,7 @@ void ShadowMap::cull(osgUtil::CullVisitor& cv)
osg::Matrix eyeToWorld;
eyeToWorld.invert(*cv.getModelViewMatrix());
lightpos = lightpos * eyeToWorld;
lightpos = lightpos * eyeToWorld;
lightDir = osg::Matrix::transform3x3( lightDir, eyeToWorld );
lightDir.normalize();
@@ -412,7 +412,7 @@ void ShadowMap::cull(osgUtil::CullVisitor& cv)
}
else
{
// get the bounds of the model.
// get the bounds of the model.
osg::ComputeBoundsVisitor cbbv(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
cbbv.setTraversalMask(getShadowedScene()->getCastsShadowTraversalMask());
@@ -463,7 +463,7 @@ void ShadowMap::cull(osgUtil::CullVisitor& cv)
}
cv.setTraversalMask( traversalMask &
cv.setTraversalMask( traversalMask &
getShadowedScene()->getCastsShadowTraversalMask() );
// do RTT camera traversal
@@ -485,10 +485,10 @@ void ShadowMap::cull(osgUtil::CullVisitor& cv)
cv.getRenderStage()->getPositionalStateContainer()->
addPositionedTextureAttribute( _shadowTextureUnit, refMatrix, _texgen.get() );
#else
#else
// compute the matrix which takes a vertex from local coords into tex coords
// will use this later to specify osg::TexGen..
osg::Matrix MVPT = _camera->getViewMatrix() *
osg::Matrix MVPT = _camera->getViewMatrix() *
_camera->getProjectionMatrix() *
osg::Matrix::translate(1.0,1.0,1.0) *
osg::Matrix::scale(0.5f,0.5f,0.5f);
@@ -512,15 +512,15 @@ void ShadowMap::cleanSceneGraph()
////////////////////////////////////////////////////////////////////////////////
// Callback used by debugging hud to display Shadow Map in color buffer
// OSG does not allow to use the same GL Texture Id with different glTexParams.
// Callback simply turns shadow compare mode off via GL while rendering hud and
// restores it afterwards.
// OSG does not allow to use the same GL Texture Id with different glTexParams.
// Callback simply turns shadow compare mode off via GL while rendering hud and
// restores it afterwards.
////////////////////////////////////////////////////////////////////////////////
class ShadowMap::DrawableDrawWithDepthShadowComparisonOffCallback:
class ShadowMap::DrawableDrawWithDepthShadowComparisonOffCallback:
public osg::Drawable::DrawCallback
{
public:
//
//
DrawableDrawWithDepthShadowComparisonOffCallback
( osg::Texture2D * texture, unsigned stage = 0 )
: _texture( texture ), _stage( stage )
@@ -535,7 +535,7 @@ public:
ri.getState()->applyTextureAttribute( _stage, _texture.get() );
// Turn off depth comparison mode
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
GL_NONE );
}
@@ -543,7 +543,7 @@ public:
if( _texture.valid() ) {
// Turn it back on
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
GL_COMPARE_R_TO_TEXTURE_ARB );
}
}
@@ -564,7 +564,7 @@ osg::ref_ptr<osg::Camera> ShadowMap::makeDebugHUD()
// set the projection matrix
camera->setProjectionMatrix(osg::Matrix::ortho2D(0,size.x(),0,size.y()));
// set the view matrix
// set the view matrix
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrix(osg::Matrix::identity());
@@ -582,7 +582,7 @@ osg::ref_ptr<osg::Camera> ShadowMap::makeDebugHUD()
osg::Geode* geode = new osg::Geode;
osg::Vec3 position(10.0f,size.y()-100.0f,0.0f);
osg::Vec3 delta(0.0f,-120.0f,0.0f);
osg::Vec3 delta(0.0f,-120.0f,0.0f);
float length = 300.0f;
// turn the text off to avoid linking with osgText